使用python和pygame制作挡板弹球游戏


Posted in Python onDecember 03, 2019

python是个很有趣的语言,可以在cmd命令窗口运行,还有很多的功能强大的模块。

学了一天pygame,用python和pygame写一个简单的挡板弹球游戏。

2018年6月21日 00:15:21

GitHub:

EasyBaffleBallGame

# -*- coding:utf-8 -*-
from sys import exit
import pygame
from pygame.locals import *
pygame.init()
# 创建窗口
ScreenWidth = 500
ScreenHright = 720
ScreenSize = (ScreenWidth, ScreenHright)
Screen = pygame.display.set_mode(ScreenSize, 0, 32)
pygame.display.set_caption("Ly's Easy Ball Game")
# 背景音乐
pygame.mixer.music.load('Sugar.mp3')
pygame.mixer.music.play(-1, 0.0)
# 碰撞音效
CollisionMusic = pygame.mixer.Sound('collision.wav')
# 重新开始按钮音效
ButtonMusic = pygame.mixer.Sound('button.wav')
# 游戏结束音效
GameOverMusic = pygame.mixer.Sound('over.wav')
def GameStart():
  # 游戏背景Surface对象
  Background = pygame.image.load('GameBackground.jpg').convert()
  # 挡板Surface对象
  Baffle = pygame.image.load('Baffle.png').convert_alpha()
  # 球Surface对象
  Ball = pygame.image.load('Ball.png').convert_alpha()
  # 挡板位置信息
  BaffleX = 140
  BaffleY = 600
  BaffleSpeed = 1000
  BaffleXSpeed = BaffleSpeed
  BaffleYSpeed = BaffleSpeed
  BaffleMove = {K_LEFT: 0, K_RIGHT: 0, K_UP: 0, K_DOWN: 0}
  # 球位置信息
  BallX = 235
  BallY = 0
  BallSpeed = 1000.
  BallXSpeed = BallSpeed
  BallYSpeed = BallSpeed
  # 帧率控制Clock对象
  FPSClock = pygame.time.Clock()
  # 时间显示Clock对象
  ProgramRunClock = pygame.time.get_ticks()
  # 时间显示Font对象
  RunTimeFont = pygame.font.Font('Jura-DemiBold.ttf', 24)
  # 游戏结果
  GameResult = ''
  while True:
    # 接收信息处理
    for event in pygame.event.get():
      if event.type == QUIT:
        exit()
      if event.type == KEYDOWN:
        if event.key in BaffleMove:
          BaffleMove[event.key] = 1
      elif event.type == KEYUP:
        if event.key in BaffleMove:
          BaffleMove[event.key] = 0
    # 绘制背景
    Screen.blit(Background, (0, 0))
    RunTimeStr = str((pygame.time.get_ticks() - ProgramRunClock) / 1000.0)
    # print(RunTimeStr)
    # 使用render方法显示时间字体
    RunTimeSurface = RunTimeFont.render(RunTimeStr, True, (255, 52, 179))
    # 显示时间
    Screen.blit(RunTimeSurface, (0, 0))
    # 距上次调用clock对象时间
    SecondTimePassed = FPSClock.tick(60) / 1000.0
    # 绘制球
    Screen.blit(Ball, (BallX, BallY))
    BallX += BallXSpeed * SecondTimePassed
    BallY += BallYSpeed * SecondTimePassed
    # 判断球边界条件
    if BallX > 500 - Ball.get_width():
      BallXSpeed = -BallXSpeed
      BallX = 500 - Ball.get_width()
    elif BallX < 0:
      BallXSpeed = -BallXSpeed
      BallX = 0
    if BallY > 720 - Ball.get_width():
      BallYSpeed = -BallYSpeed
      BallY = 720 - Ball.get_width()
    elif BallY < 0:
      BallYSpeed = -BallYSpeed
      BallY = 0
    # 定位挡板移动后坐标
    BaffleX -= BaffleMove[K_LEFT] * BaffleXSpeed * SecondTimePassed
    BaffleX += BaffleMove[K_RIGHT] * BaffleXSpeed * SecondTimePassed
    BaffleY -= BaffleMove[K_UP] * BaffleYSpeed * SecondTimePassed
    BaffleY += BaffleMove[K_DOWN] * BaffleYSpeed * SecondTimePassed
    # 判断挡板边界条件
    if BaffleX > 500 - Baffle.get_width():
      BaffleX = 500 - Baffle.get_width()
    elif BaffleX < 0:
      BaffleX = 0
    if BaffleY > 720 - 45 - Baffle.get_height():
      BaffleY = 720 - 45 - Baffle.get_height()
    elif BaffleY < 720 - Baffle.get_height() * 3:
      BaffleY = 720 - Baffle.get_height() * 3
    # 绘制挡板
    Screen.blit(Baffle, (BaffleX, BaffleY))
    # 判断球碰撞挡板条件
    # 挡板左上角
    if BallX == BaffleX - Ball.get_width() and BallY == BaffleY - Ball.get_height():
      BallXSpeed = -BallXSpeed
      BallYSpeed = -BallYSpeed
      CollisionMusic.play()
    # 挡板左下角
    elif BallX == BaffleX - Ball.get_width() and BallY == BaffleY + Baffle.get_height():
      BallXSpeed = -BallXSpeed
      BallYSpeed = -BallYSpeed
      CollisionMusic.play()
    # 挡板右上角
    elif BallX == BaffleX + Baffle.get_width() and BallY == BaffleY - Ball.get_height():
      BallXSpeed = -BallXSpeed
      BallYSpeed = -BallYSpeed
      CollisionMusic.play()
    # 挡板右下角
    elif BallX == BaffleX + Baffle.get_width() and BallY == BaffleY + Baffle.get_height():
      BallXSpeed = -BallXSpeed
      BallYSpeed = -BallYSpeed
      CollisionMusic.play()
    # 挡板上表面
    elif BallX > BaffleX and BallX < BaffleX + Baffle.get_width() and BallY > BaffleY - Ball.get_height() and BallY < BaffleY:
      BallYSpeed = -BallYSpeed
      BallY = BaffleY - Ball.get_height()
      CollisionMusic.play()
    # 挡板下表面
    elif BallX > BaffleX and BallX < BaffleX + Baffle.get_width() and BallY < BaffleY + Baffle.get_height() and BallY > BaffleY:
      BallYSpeed = -BallYSpeed
      BallY = BaffleY + Baffle.get_height()
      CollisionMusic.play()
    # 挡板左侧面
    elif BallY > BaffleY and BallY < BaffleY + Baffle.get_height() and BallX > BaffleX - Ball.get_width() and BallX < BaffleX:
      BallXSpeed = -BallXSpeed
      BallX = BaffleX
      CollisionMusic.play()
    # 挡板右侧面
    elif BallY > BaffleY and BallY < BaffleY + Baffle.get_height() and BallX > BaffleX + Baffle.get_width() - Ball.get_width() and BallX < BaffleX + Baffle.get_width():
      BallXSpeed = -BallXSpeed
      BallX = BaffleX + Baffle.get_width()
      CollisionMusic.play()
    if BallY > 720 - 45:
      GameResult = RunTimeStr
      GameOverMusic.play()
      return GameResult
    # 刷新显示
    pygame.display.update()
def GameResult(GameResult):
  # 游戏结果背景Surface对象
  GameResultBackground = pygame.image.load('GameResultBackground.png').convert()
  # 游戏结果引导
  ResultHint = pygame.image.load('ResultFont.png').convert_alpha()
  # 游戏结果Font对象
  GameResultFont = pygame.font.Font('EuroBold.ttf', 100)
  # 重新开始按钮
  ReStartButton = pygame.image.load('ReStartButton.png').convert_alpha()
  # 重新开始Hover按钮
  ReStartButtonHover = pygame.image.load('ReStartButtonHover.png').convert_alpha()
  while True:
    for event in pygame.event.get():
      if event.type == QUIT:
        exit()
      if event.type == pygame.MOUSEBUTTONDOWN and 150 <= event.pos[
        0] <= 150 + ReStartButton.get_width() and 450 <= event.pos[1] <= 450 + ReStartButton.get_height():
        ButtonMusic.play()
        return True
    # 游戏结果背景
    Screen.blit(GameResultBackground, (0, 0))
    # 游戏结果引导
    Screen.blit(ResultHint, (45, 200))
    RunTimeSurface = GameResultFont.render(GameResult, True, (255, 69, 0))
    Screen.blit(RunTimeSurface, (90, 270))
    # 重新开始游戏按钮
    MouseX, MouseY = pygame.mouse.get_pos()
    if 150 <= MouseX <= 150 + ReStartButton.get_width() and 450 <= MouseY <= 450 + ReStartButton.get_height():
      Screen.blit(ReStartButtonHover, (150, 450))
    else:
      Screen.blit(ReStartButton, (150, 450))
    # 游戏结果
    pygame.display.update()
if __name__ == '__main__':
  flag = True
  while flag:
    GameResultStr = GameStart()
    if GameResultStr != '':
      flag = GameResult(GameResultStr)

运行结果:

使用python和pygame制作挡板弹球游戏

总结

以上所述是小编给大家介绍的用python和pygame制作挡板弹球游戏,希望对大家有所帮助,如果大家有任何疑问请给我留言,小编会及时回复大家的。在此也非常感谢大家对三水点靠木网站的支持!
如果你觉得本文对你有帮助,欢迎转载,烦请注明出处,谢谢!

Python 相关文章推荐
Python实现找出数组中第2大数字的方法示例
Mar 26 Python
python 实现判断ip连通性的方法总结
Apr 22 Python
Python OpenCV处理图像之图像直方图和反向投影
Jul 10 Python
Python批处理更改文件名os.rename的方法
Oct 26 Python
如何用python写一个简单的词法分析器
Dec 18 Python
python mac下安装虚拟环境的图文教程
Apr 12 Python
python如何给字典的键对应的值为字典项的字典赋值
Jul 05 Python
python 统计文件中的字符串数目示例
Dec 24 Python
Python读取文件内容为字符串的方法(多种方法详解)
Mar 04 Python
pandas中的ExcelWriter和ExcelFile的实现方法
Apr 24 Python
python实现自动清理重复文件
Aug 24 Python
深入理解python多线程编程
Apr 18 Python
win10系统Anaconda和Pycharm的Tensorflow2.0之CPU和GPU版本安装教程
Dec 03 #Python
在Python中使用MongoEngine操作数据库教程实例
Dec 03 #Python
matplotlib绘制多个子图(subplot)的方法
Dec 03 #Python
python单向循环链表原理与实现方法示例
Dec 03 #Python
使用 Python 清理收藏夹里已失效的网站
Dec 03 #Python
Python常用模块os.path之文件及路径操作方法
Dec 03 #Python
Python中顺序表原理与实现方法详解
Dec 03 #Python
You might like
php教程之phpize使用方法
2014/02/12 PHP
php中chdir()函数用法实例
2014/11/13 PHP
Yii2框架实现注册和登录教程
2016/09/30 PHP
document.createElement()用法及注意事项(ff下不兼容)
2013/03/13 Javascript
学习JavaScript设计模式之单例模式
2016/01/19 Javascript
jQuery轮播图效果精简版完整示例
2016/09/04 Javascript
浅谈在koa2中实现页面渲染的全局数据
2017/10/09 Javascript
jquery 获取索引值在一定范围的列表方法
2018/01/25 jQuery
javascript数据结构之多叉树经典操作示例【创建、添加、遍历、移除等】
2018/08/01 Javascript
Vue异步组件处理路由组件加载状态的解决方案
2018/09/07 Javascript
使用form-create动态生成vue自定义组件和嵌套表单组件
2019/01/18 Javascript
node.js中module模块的功能理解与用法实例分析
2020/02/14 Javascript
javascript设计模式 ? 策略模式原理与用法实例分析
2020/04/21 Javascript
vue使用nprogress加载路由进度条的方法
2020/06/04 Javascript
jquery实现抽奖功能
2020/10/22 jQuery
[00:11]战神迅矛
2019/03/06 DOTA
基于scrapy实现的简单蜘蛛采集程序
2015/04/17 Python
在Python 中实现图片加框和加字的方法
2019/01/26 Python
Python批量修改图片分辨率的实例代码
2019/07/04 Python
PyCharm中代码字体大小调整方法
2019/07/29 Python
python3-flask-3将信息写入日志的实操方法
2019/11/12 Python
关于Python3 lambda函数的深入浅出
2019/11/27 Python
Python for循环与getitem的关系详解
2020/01/02 Python
Python如何使用bokeh包和geojson数据绘制地图
2020/03/21 Python
django实现后台显示媒体文件
2020/04/07 Python
美国按摩椅批发网站:Titan Chair
2018/12/27 全球购物
美赞臣营养马来西亚旗舰店:Enfagrow马来西亚
2019/07/26 全球购物
struct和class的区别
2015/11/20 面试题
如何在存储过程中使用Loop
2016/01/05 面试题
信息管理专业学生自荐信格式
2013/09/22 职场文书
电子银行营销方案
2014/02/22 职场文书
倡议书范文格式
2014/05/12 职场文书
2015年高中班主任工作总结
2015/04/30 职场文书
导游词之南京栖霞山
2019/10/18 职场文书
sass 常用备忘案例详解
2021/09/15 HTML / CSS
关于Python中进度条的六个实用技巧分享
2022/04/05 Python